Search Results

Search found 18191 results on 728 pages for 'single board'.

Page 37/728 | < Previous Page | 33 34 35 36 37 38 39 40 41 42 43 44  | Next Page >

  • How can I set the Jbuttons in a preferred order?

    - by Umzz Mo
    I have a grid of 30 buttons, and I want to have it from left to right then goes down, right to left, down again left to right. Basically the numbering would be as follow: 1 2 3 4 5 6 7 8 9 10 20 19 18 17 16 15 14 13 12 11 21 22 23 24 25 26 27 28 29 30 So if I have a piece on the button 10 and I instruct it to move up 2 bits it would land on 12 not 19. Below is my Code: //Creates the button using the loop, adds it into the panel and frame. JPanel panel = new JPanel(); panel.setLayout(new GridLayout(3,10)); JButton [] buttons = new JButton[30]; for(int i=0;i<30;i++){ buttons[i] = new JButton("label" + i); buttons[i].setBackground(Color.white); //Puts the player 1 piece on button 1,3,5,7,9 and player 2 piece on button 2,4,6,8,10 if (i < 10) { if (i%2 == 0) { buttons[i].setIcon(piece1); } else { buttons[i].setIcon(piece2); } } panel.add(buttons[i]); } frame.add(panel, BorderLayout.CENTER);

    Read the article

  • Why is my simple recusive method for this game always off by 1?

    - by FrankTheTank
    I'm attempting to create a text-based version of this game: http://www.cse.nd.edu/java/SameGame.html Here is the code I have so far: #include <iostream> #include <vector> #include <ctime> class Clickomania { public: Clickomania(); std::vector<std::vector<int> > board; int move(int, int); bool isSolved(); void print(); void pushDown(); bool isValid(); }; Clickomania::Clickomania() : board(12, std::vector<int>(8,0)) { srand((unsigned)time(0)); for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { int color = (rand() % 3) + 1; board[i][j] = color; } } } void Clickomania::pushDown() { for(int i = 0; i < 8; i++) { for(int j = 0; j < 12; j++) { if (board[j][i] == 0) { for(int k = j; k > 0; k--) { board[k][i] = board[k-1][i]; } board[0][i] = 0; } } } } int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } void Clickomania::print() { for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { std::cout << board[i][j]; } std::cout << "\n"; } } int main() { Clickomania game; game.print(); int row; int col; std::cout << "Enter row: "; std::cin >> row; std::cout << "Enter col: "; std::cin >> col; int numDestroyed = game.move(row,col); game.print(); std::cout << "Destroyed: " << numDestroyed << "\n"; } The method that is giving me trouble is my "move" method. This method, given a pair of coordinates, should delete all the squares at that coordinate with the same number and likewise with all the squares with the same number connected to it. If you play the link I gave above you'll see how the deletion works on a click. int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } My move() method above works fine, as in, it will delete the appropriate "blocks" and replace them with zeros. However, the number of destroyed (value returned) is always one off (too small). I believe this is because the first call of move() isn't being counted but I don't know how to differentiate between the first call or subsequent calls in that recursive method. How can I modify my move() method so it returns the correct number of destroyed blocks?

    Read the article

  • Why is my simple recusive method's final return value always off by 1?

    - by FrankTheTank
    I'm attempting to create a text-based version of this game: http://www.cse.nd.edu/java/SameGame.html Here is the code I have so far: #include <iostream> #include <vector> #include <ctime> class Clickomania { public: Clickomania(); std::vector<std::vector<int> > board; int move(int, int); bool isSolved(); void print(); void pushDown(); bool isValid(); }; Clickomania::Clickomania() : board(12, std::vector<int>(8,0)) { srand((unsigned)time(0)); for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { int color = (rand() % 3) + 1; board[i][j] = color; } } } void Clickomania::pushDown() { for(int i = 0; i < 8; i++) { for(int j = 0; j < 12; j++) { if (board[j][i] == 0) { for(int k = j; k > 0; k--) { board[k][i] = board[k-1][i]; } board[0][i] = 0; } } } } int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } void Clickomania::print() { for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { std::cout << board[i][j]; } std::cout << "\n"; } } int main() { Clickomania game; game.print(); int row; int col; std::cout << "Enter row: "; std::cin >> row; std::cout << "Enter col: "; std::cin >> col; int numDestroyed = game.move(row,col); game.print(); std::cout << "Destroyed: " << numDestroyed << "\n"; } The method that is giving me trouble is my "move" method. This method, given a pair of coordinates, should delete all the squares at that coordinate with the same number and likewise with all the squares with the same number connected to it. If you play the link I gave above you'll see how the deletion works on a click. int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } My move() method above works fine, as in, it will delete the appropriate "blocks" and replace them with zeros. However, the number of destroyed (value returned) is always one off (too small). I believe this is because the first call of move() isn't being counted but I don't know how to differentiate between the first call or subsequent calls in that recursive method. How can I modify my move() method so it returns the correct number of destroyed blocks?

    Read the article

  • Single ErrorDocument directive to catch all errors (.htaccess)

    - by Mike Valeriano
    Hello. Is there something like a wildcard directive to catch all possible errors and deal with them in a single custom error page? ErrorDocument 404 /error.php?code=404 ErrorDocument 403 /error.php?code=403 ... ErrorDocument NNN /error.php?code=NNN #possible use of RegExp? I know I probably won't be dealing with a lot of custom error pages here, but I'm curious about this.

    Read the article

  • Putting two picker control on single UIView.

    - by Amit Jain
    Hi I am having to picker controls on a single view with two outlets for each. Now when I select any of them same delegate methods are get called. How should we distinguish between which picker control has called the delegate ? Another question is can we change the frame size of the pickers to fit in one view? Thanks Amit

    Read the article

  • Get content of a single cell from a DataGrid in Flex 3

    - by Captain Phoenix
    I want to select information in a single cell from my DataGrid in Flex 3. Specifically, I'm displaying three phone numbers per line and the user needs to be able to select one of those numbers, from any row, but not the whole row. While similar to this, I am displaying the DataGrid to the user. The answer for that question was to manipulate the dataProvider, how can I know what cell I've selected in order to do that?

    Read the article

  • Lucene Fuzzy Match on Phrase instead of Single Word

    - by Koobz
    I'm trying to do a fuzzy match on the Phrase "Grand Prarie" (deliberately misspelled) using Apache Lucene. Part of my issue is that the ~ operator only does fuzzy matches on single word terms and behaves as a proximity match for phrases. Is there a way to do a fuzzy match on a phrase with lucene?

    Read the article

  • How to link C# and C++ assemblies into a single executable

    - by swingkid
    I have VS2008 solution containg a project that generates a C# executable that references a project that generates a dll containing both C++/CLI and unmanaged C++. I would like to merge these into a single executable, as the C++ dll contains security code that I want to embed in the main executable. I cannot use ILMerge, as the dll contains both managed and unmanaged code. The suggested solution seems to be to use link.exe to link the C# assembly with the C++ object files. This is what I am trying to do. I manually edited the project file for the c# executable to generate a netmodule. I added a post build step to the executable project to run link.exe to link the c# netmodule and the compiled C++ object files together, then run mt.exe to merge the assembly manifests created by both projects. This runs successfully, but the exe still contains a reference to and uses the c++ types defined in the dll generated by the normal build process for the C++ project. I then specified /NOASSEMBLY in the project settings for the C++ dll, so it also generates a netmodule. In the C# project, I removed the reference to the C++ project, but added a project dependancy in the solution. I manually edited the C# project file to include similar to: <ItemGroup> <AddModules Include="..\Debug\librarycode.netmodule" /> </ItemGroup> i.e. to reference the C++ netmodule that is now generated by the C++ project. However, now the linker step in my post build event fails with: error LNK2027: unresolved module reference 'librarycode.netmodule' fatal error LNK1311: 1 unresolved module references: This is entirely understandable, as I am not linking in the librarycode netmodule; I am linking in the C++ object files used to generate the netmodule instead. So in short, how do I merge a c# executable and C++ object files into a single assembly? What have I missed? My source of reference so far (appart from the link.exe command link reference etc on MSDN) are the two following articles: http://blogs.msdn.com/texblog/archive/2007/04/05/linking-native-c-into-c-applications.aspx http://www.hanselman.com/blog/MixingLanguagesInASingleAssemblyInVisualStudioSeamlesslyWithILMergeAndMSBuild.aspx I have a demonstration solution that shows my workings so far, if this helps. Thank you very much in advance.

    Read the article

  • iPhone :Can we add more than One application in a Single application

    - by iPhone Fun
    Hi all, I do have an Idea to integrate with my application. I want to create multiple application within a single one application. Like and application containing Weather application as well as image processing application + camera based application. I want to know Is this thing possible with iphone application? Please suggest me is this possible with iPhone app development and is it allowed by apple or not. thanks for your suggestion in advance.

    Read the article

  • build single file application

    - by Neir0
    Hello. I am trying to merge two files. One of them is .net3.5 wpf application and other is WPF notify icon dll i use the following command: IlMerge /target:winexe /out:PS.exe "PlayerSearcher.exe" "Hardcodet.Wpf.TaskbarNotification.dll" But when i launch result assebmly my application is crashed with this error EventType : clr20r3 P1 : ps.exe P2 : 1.0.0.0 P3 : 4c0ee52f P4 : presentationframework P5 : 3.0.0.0 P6 : 4938d608 P7 : 9a1 P8 : 46 P9 : system.io.ioexception Why? And how i can to build a single file application?

    Read the article

  • How to merge two single column csv files with linux commands

    - by user1328191
    I was wondering how to merge two single column csv files into one file where the resulting file will contain two columns. file1.csv    first_name    chris    ben    jerry file2.csv    last_name    smith    white    perry result.csv    first_name,last_name    chris,smith    ben,white    jerry,perry Thanks

    Read the article

  • GridLayout with single column

    - by Albinoswordfish
    Right now I'm trying to use a GridLayout with only a single column. However I'm having a problem where I don't want the object, in this case a JButton, to be stretched the entire width of the JPanel that it's on. Is there a way to decrease the width of the JButton so that it does not stretch the entire width of the JPanel. I've tried using setPreferredSize and setSize with no results. Is this just the way GridLayout works or is there something I'm missing?

    Read the article

  • Powershell 2 remove single binding iis 7

    - by user358625
    I am trying to remove one site binding. I am using powershell 2 and iis 7. I am able to remove all bindings with Remove-ItemProperty, and when i use Set-ItemProperty it removes all binding and just adds the new. I would be great if i could just rename or just remove a single binding without effecting the others. A sample would be great.

    Read the article

< Previous Page | 33 34 35 36 37 38 39 40 41 42 43 44  | Next Page >